【ID1010233】

【宝物详情优化】在装备界面和情报界面增加宝物共鸣属性显示
dev_chengFeng
jiaoyangna 2021-09-08 10:27:26 +08:00
parent d6961c19fe
commit a012ece114
6 changed files with 2433 additions and 1327 deletions

View File

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View File

@ -407,7 +407,8 @@ function this.EquipInfo()
lvObj:SetActive(false)
end
Util.AddOnceClick(btn,function()
UIManager.OpenPanel(UIName.RewardTalismanSingleShowPopup,0, data.idDyn,data.id, data.lv, data.refineLv)
--UIManager.OpenPanel(UIName.RewardTalismanSingleShowPopup,0, data.idDyn,data.id, data.lv, data.refineLv)
UIManager.OpenPanel(UIName.RoleEquipTreasureChangePopup,this,2,curHeroData,data,nil,pos,0)
end)
end
end

View File

@ -660,7 +660,7 @@ function this.ShowHeroEquip()
elseif jewerConfig.Location == 2 then
pos = 6
end
UIManager.OpenPanel(UIName.RoleEquipTreasureChangePopup,this,2,curHeroData,curEquipTreasureDatas[i],nil,pos)
UIManager.OpenPanel(UIName.RoleEquipTreasureChangePopup,this,2,curHeroData,curEquipTreasureDatas[index],nil,pos)
end
end
end

View File

@ -13,21 +13,29 @@ local equipIdList
local equipDataList
local position
local isGongMing = false
local isShowBtn
--初始化组件(用于子类重写)
function RoleEquipTreasureChangePopup:InitComponent()
equipData = {}
this.spLoader = SpriteLoader.New()
this.btnBack= Util.GetGameObject(self.transform, "btnBack")
this.GameObject=Util.GetGameObject(self.transform, "GameObject")
this.BasePropertyList = {}
this.RefinePropertyList = {}
this.TreePropertyList = {}
this.TreePropertyList2 = {}
this.strongPropertyList = {}
this.RefineMonsterPropertyList = {}
for i = 1, 2 do
this.BasePropertyList[i] = {}
this.RefinePropertyList[i] = {}
this.TreePropertyList[i] = {}
this.TreePropertyList2[i] = {}
this.strongPropertyList[i] = {}
this.RefineMonsterPropertyList[i] = {}
end
this.preList = {}
this.treasurePanel = {}
for i = 1, 2 do
if not this.treasurePanel[i] then
@ -35,14 +43,12 @@ function RoleEquipTreasureChangePopup:InitComponent()
--信息
this.treasurePanel[i].bg = Util.GetGameObject(self.transform, "GameObject/bg"..i)
this.treasurePanel[i].desc = Util.GetGameObject(this.treasurePanel[i].bg, "equipInfo/Text"):GetComponent("Text")
this.treasurePanel[i].EquipProImg = Util.GetGameObject(this.treasurePanel[i].bg, "equipInfo/proImg"):GetComponent("Image")
this.treasurePanel[i].EquipName = Util.GetGameObject(this.treasurePanel[i].bg, "equipInfo/name/text"):GetComponent("Text")
this.treasurePanel[i].EquipFrame = Util.GetGameObject(this.treasurePanel[i].bg, "equipInfo/frame"):GetComponent("Image")
this.treasurePanel[i].EquipIcon = Util.GetGameObject(this.treasurePanel[i].bg, "equipInfo/icon"):GetComponent("Image")
this.treasurePanel[i].EquipTypeText = Util.GetGameObject(this.treasurePanel[i].bg, "equipInfo/equipTypeText"):GetComponent("Text")
this.treasurePanel[i].powerUPorDown = Util.GetGameObject(this.treasurePanel[i].bg, "equipInfo/powerUPorDown")
this.treasurePanel[i].qualityText = Util.GetGameObject(this.treasurePanel[i].bg, "equipInfo/qualityText"):GetComponent("Text")
this.treasurePanel[i].powerNum = Util.GetGameObject(this.treasurePanel[i].bg, "equipInfo/powerNum"):GetComponent("Text")
this.treasurePanel[i].pos = Util.GetGameObject(this.treasurePanel[i].bg, "equipInfo/pos")
--按钮
this.treasurePanel[i].EquipBtns = Util.GetGameObject(self.transform, "GameObject/bg"..i.."/btns")
this.treasurePanel[i].EquipBtnStrong = Util.GetGameObject(this.treasurePanel[i].EquipBtns, "btnStrong")
@ -53,12 +59,6 @@ function RoleEquipTreasureChangePopup:InitComponent()
--红点
this.treasurePanel[i].StrongRed = Util.GetGameObject(this.treasurePanel[i].EquipBtnStrong, "red")
this.treasurePanel[i].RefineRed = Util.GetGameObject(this.treasurePanel[i].EquipBtnRefine, "red")
--属性
this.treasurePanel[i].EquipLvText = Util.GetGameObject(this.treasurePanel[i].bg, "equipInfo/lvTxt"):GetComponent("Text")
this.treasurePanel[i].EquipRefineLvTxt = Util.GetGameObject(this.treasurePanel[i].bg, "equipInfo/starTxt"):GetComponent("Text")
this.treasurePanel[i].EquipTreeLvTxt = Util.GetGameObject(this.treasurePanel[i].bg, "equipInfo/treeImg/treeTxt"):GetComponent("Text")
this.treasurePanel[i].treeImg = Util.GetGameObject(this.treasurePanel[i].bg, "equipInfo/treeImg")
this.treasurePanel[i].treeImg:SetActive(false)
--属性信息
this.treasurePanel[i].bgScroll = Util.GetGameObject(this.treasurePanel[i].bg, "Scroll")
--基础
@ -69,11 +69,21 @@ function RoleEquipTreasureChangePopup:InitComponent()
this.treasurePanel[i].RefineAttri = Util.GetGameObject(this.treasurePanel[i].bgScroll, "grid/refineAttri")
this.treasurePanel[i].RefineAttriNum = Util.GetGameObject(this.treasurePanel[i].RefineAttri, "name/attriNum"):GetComponent("Text")
this.treasurePanel[i].RefineAttriGrid = Util.GetGameObject(this.treasurePanel[i].RefineAttri, "grid")
--神应
this.treasurePanel[i].TreeAttri = Util.GetGameObject(this.treasurePanel[i].bgScroll, "grid/treeAttri")
-- --神应
-- this.treasurePanel[i].TreeAttri = Util.GetGameObject(this.treasurePanel[i].bgScroll, "grid/treeAttri")
-- this.treasurePanel[i].TreeAttriNum = Util.GetGameObject(this.treasurePanel[i].TreeAttri, "name/attriNum"):GetComponent("Text")
-- this.treasurePanel[i].TreeAttriGrid = Util.GetGameObject(this.treasurePanel[i].TreeAttri, "grid")
this.treasurePanel[i].TreeAttri:SetActive(false)
-- this.treasurePanel[i].TreeAttri:SetActive(false)
--强化共鸣
this.treasurePanel[i].strongAttri = Util.GetGameObject(this.treasurePanel[i].bgScroll, "grid/strongAttri")
this.treasurePanel[i].strongAttriNum = Util.GetGameObject(this.treasurePanel[i].strongAttri, "name/attriName"):GetComponent("Text")
this.treasurePanel[i].strongAttriGrid = Util.GetGameObject(this.treasurePanel[i].strongAttri, "grid")
this.treasurePanel[i].strongAttri:SetActive(false)
--精炼共鸣
this.treasurePanel[i].refineMasterAttri = Util.GetGameObject(this.treasurePanel[i].bgScroll, "grid/refineMasterAttri")
this.treasurePanel[i].refineMasterAttriNum = Util.GetGameObject(this.treasurePanel[i].refineMasterAttri, "name/attriName"):GetComponent("Text")
this.treasurePanel[i].refineMasterAttriGrid = Util.GetGameObject(this.treasurePanel[i].refineMasterAttri, "grid")
this.treasurePanel[i].refineMasterAttri:SetActive(false)
end
end
@ -81,6 +91,7 @@ function RoleEquipTreasureChangePopup:InitComponent()
this.propertyPre=Util.GetGameObject(self.transform, "GameObject/bg1/PropertyTxt")
this.curEquipSign=Util.GetGameObject(self.transform, "GameObject/bg1/Text")
this.TextPre = Util.GetGameObject(self.transform, "GameObject/bg1/TextPre")
this.line = Util.GetGameObject(self.transform, "GameObject/bg1/line")
this.space = Util.GetGameObject(self.transform, "GameObject/bg1/space")
end
--绑定事件(用于子类重写)
@ -187,13 +198,14 @@ end
--界面打开时调用(用于子类重写)
function RoleEquipTreasureChangePopup:OnOpen(_openThisPanel,_type,_curHeroData,_curEquipData,_nextEquipData,_position)
function RoleEquipTreasureChangePopup:OnOpen(_openThisPanel,_type,_curHeroData,_curEquipData,_nextEquipData,_position,_isShowBtn)
openThisPanel = _openThisPanel
type = _type--1 穿戴 2 卸下 3 替换 4显示信息
curHeroData = _curHeroData
equipData[1] = _curEquipData--lv
equipData[2] = _nextEquipData--refinelv
position = _position--treelv
isShowBtn = _isShowBtn
end
function RoleEquipTreasureChangePopup:OnShow()
Log("openType:"..tostring(type))
@ -209,7 +221,12 @@ function RoleEquipTreasureChangePopup:OnShow()
end
this.space:SetActive(false)
this.treasurePanel[1].BaseAttri:SetActive(true)
if not this.preList then
this.preList = {}
end
for k,v in pairs(this.preList) do
v.gameObject:SetActive(false)
end
if type==3 then
this.ShowEquipData(1)
this.ShowEquipData(2)
@ -239,6 +256,14 @@ function RoleEquipTreasureChangePopup:OnShow()
isGongMing = HarmonyManager.IsInfo(equipData[1].upHeroDid)
Util.SetGray(this.treasurePanel[1].EquipBtnStrong, isGongMing)
end
if isShowBtn and isShowBtn == 0 then
for k,v in ipairs(this.treasurePanel) do
v.EquipBtns.gameObject:SetActive(false)
end
end
ForceRebuildLayout(this.GameObject.transform)
end
function this.resetData()
@ -286,7 +311,7 @@ function this.ShowEquipData(i)
if type == 5 then
if i == 1 then
if not equipData[i].idDyn then
Power[1] = EquipTreasureManager.CalculateWarForceBySid(equipData[1].id, equipData[1].lv, equipData[1].refineLv, equipData[1].treeLv)
Power[1] = EquipTreasureManager.CalculateWarForceBySid(equipData[1].id, equipData[1].lv, equipData[1].refineLv)--, equipData[1].treeLv)
else
Power[1] = EquipTreasureManager.CalculateWarForce(equipData[1].idDyn)
end
@ -295,14 +320,14 @@ function this.ShowEquipData(i)
end
elseif type == 3 then
if not equipData[i].idDyn then
Power[1] = EquipTreasureManager.CalculateWarForceBySid(equipData[1].id, equipData[1].lv, equipData[1].refineLv, equipData[1].treeLv)
Power[1] = EquipTreasureManager.CalculateWarForceBySid(equipData[1].id, equipData[1].lv, equipData[1].refineLv)--, equipData[1].treeLv)
else
Power[1] = EquipTreasureManager.CalculateWarForce(equipData[1].idDyn)
end
Power[2] = EquipTreasureManager.CalculateWarForce(equipData[2].idDyn)
else
if not equipData[i].idDyn then
Power[1] = EquipTreasureManager.CalculateWarForceBySid(equipData[1].id, equipData[1].lv, equipData[1].refineLv, equipData[1].treeLv)
Power[1] = EquipTreasureManager.CalculateWarForceBySid(equipData[1].id, equipData[1].lv, equipData[1].refineLv)--, equipData[1].treeLv)
else
Power[1] = EquipTreasureManager.CalculateWarForce(equipData[1].idDyn)
end
@ -315,20 +340,20 @@ function this.ShowEquipData(i)
if type==3 and equipData[2] ~= nil and i == 1 then
if(Power[1] > Power[2]) then
this.treasurePanel[1].powerUPorDown:SetActive(true)
this.treasurePanel[1].powerUPorDown:GetComponent("Image").sprite = Util.LoadSprite(PowerChangeIconDef[1])
this.treasurePanel[1].powerUPorDown:GetComponent("Image").sprite = this.spLoader:LoadSprite(PowerChangeIconDef[1])
elseif(Power[1] < Power[2] )then
this.treasurePanel[1].powerUPorDown:SetActive(true)
this.treasurePanel[1].powerUPorDown:GetComponent("Image").sprite = Util.LoadSprite(PowerChangeIconDef[2])
this.treasurePanel[1].powerUPorDown:GetComponent("Image").sprite = this.spLoader:LoadSprite(PowerChangeIconDef[2])
else
this.treasurePanel[1].powerUPorDown:SetActive(false)
end
elseif type==3 and equipData[1] ~= nil and i == 2 then
if Power[2] > Power[1] then
this.treasurePanel[2].powerUPorDown:SetActive(true)
this.treasurePanel[2].powerUPorDown:GetComponent("Image").sprite = Util.LoadSprite(PowerChangeIconDef[1])
this.treasurePanel[2].powerUPorDown:GetComponent("Image").sprite = this.spLoader:LoadSprite(PowerChangeIconDef[1])
elseif Power[2] < Power[1] then
this.treasurePanel[2].powerUPorDown:SetActive(true)
this.treasurePanel[2].powerUPorDown:GetComponent("Image").sprite = Util.LoadSprite(PowerChangeIconDef[2])
this.treasurePanel[2].powerUPorDown:GetComponent("Image").sprite = this.spLoader:LoadSprite(PowerChangeIconDef[2])
else
this.treasurePanel[2].powerUPorDown:SetActive(false)
end
@ -339,41 +364,28 @@ function this.ShowEquipData(i)
this.treasurePanel[i].qualityText.text = GetStringByEquipQua(equipConfigData.Level,GetQuaStringByEquipQua(equipConfigData.Level))
this.treasurePanel[i].EquipName.text=GetStringByEquipQua(itemConfigData.Quantity,GetLanguageStrById(itemConfigData.Name))
this.treasurePanel[i].EquipTypeText.text = string.format(Language[11803],EquipTreasureTypeStr[equipConfigData.Location])
this.treasurePanel[i].EquipFrame.sprite = Util.LoadSprite(equipData[i].frame)
this.treasurePanel[i].EquipIcon.sprite = Util.LoadSprite(equipData[i].icon)
this.treasurePanel[i].EquipProImg.sprite = Util.LoadSprite(equipData[i].proIcon)
--强化等级
local lv = equipData[i].lv
if lv == 0 then
this.treasurePanel[i].EquipLvText.gameObject:SetActive(false)
else
this.treasurePanel[i].EquipLvText.gameObject:SetActive(true)
this.treasurePanel[i].EquipLvText.text = lv
if not this.preList[i] then
this.preList[i] = SubUIManager.Open(SubUIConfig.ItemView,this.treasurePanel[i].pos.transform)
end
--精良等级
local refine=equipData[i].refineLv
if refine == 0 then
this.treasurePanel[i].EquipRefineLvTxt.gameObject:SetActive(false)
else
this.treasurePanel[i].EquipRefineLvTxt.gameObject:SetActive(true)
this.treasurePanel[i].EquipRefineLvTxt.text="+"..refine
end
--神应等级
-- local treeLv = equipData[i].treeLv
-- if equipData[i].upHeroDid == "" or equipData[i].upHeroDid == "0" or treeLv == 0 then
-- this.treasurePanel[i].treeImg:SetActive(false)
-- else
-- this.treasurePanel[i].treeImg:SetActive(true)
-- this.treasurePanel[i].EquipTreeLvTxt.text = treeLv
-- end
this.preList[i].gameObject:SetActive(true)
this.preList[i]:OnOpen(false,{equipConfigData.Id,0},1,false, false,false, 0,equipData[i].idDyn)
--(基础属性)
this.treasurePanel[i].bgScroll:GetComponent("RectTransform").sizeDelta = Vector2.New(800,100)
local baseInfo = EquipTreasureManager.GetCurLvPropertyValue(1,equipData[i].levelPool,equipData[i].lv)
this.treasurePanel[i].BaseAttriNum.text = string.format("[强化等级:%s/%s]",equipData[i].lv,equipData[i].maxLv)
this.SetPropertyShow1(baseInfo,this.BasePropertyList[i],this.treasurePanel[i].BaseAttriGrid)
if equipData[i].upHeroDid == "" or equipData[i].upHeroDid == "0" then
this.treasurePanel[i].strongAttri.gameObject:SetActive(false)
this.treasurePanel[i].refineMasterAttri:SetActive(false)
else
--强化共鸣
this.GongMingSetData(1,this.strongPropertyList[i],this.treasurePanel[i].strongAttriGrid,this.treasurePanel[i].strongAttriNum,this.treasurePanel[i].strongAttri)
--精炼共鸣
this.GongMingSetData(2,this.RefineMonsterPropertyList[i],this.treasurePanel[i].refineMasterAttriGrid,this.treasurePanel[i].refineMasterAttriNum,this.treasurePanel[i].refineMasterAttri)
end
--(精炼属性)
local refineInfo = EquipTreasureManager.GetCurLvPropertyValue(2,equipData[i].refinePool,equipData[i].refineLv,true)
this.treasurePanel[i].RefineAttriNum.text = string.format("[精炼等级:%s/%s]",equipData[i].refineLv,equipData[i].maxRefineLv)
@ -381,50 +393,145 @@ function this.ShowEquipData(i)
this.treasurePanel[i].RefineAttri:SetActive(false)
else
this.treasurePanel[i].RefineAttri:SetActive(true)
this.treasurePanel[i].bgScroll:GetComponent("RectTransform").sizeDelta = Vector2.New(800,250)
this.treasurePanel[i].bgScroll:GetComponent("RectTransform").sizeDelta = Vector2.New(800,589)
this.SetPropertyShow1(refineInfo,this.RefinePropertyList[i],this.treasurePanel[i].RefineAttriGrid)
end
--(神应属性)
-- local treeInfo=EquipTreasureManager.GetCurLvPropertyValue(3,equipData[i].treePool,equipData[i].treeLv)
-- local treeInfo=SacredTreeManager.GetCurLvPropertyValue(3,equipData[i].treePool,equipData[i].treeLv or 0)
-- this.treasurePanel[i].TreeAttriNum.text = string.format("[神应等级:%s/%s]",equipData[i].treeLv,equipData[i].maxTreeLv)
-- if equipData[i].upHeroDid == "" or equipData[i].upHeroDid == "0" or treeLv == 0 then
-- if equipData[i].upHeroDid == "" or equipData[i].upHeroDid == "0" or (equipData[i].treeLv < 1 and SacredTreeManager.CulAttri(equipData[1]) < 1) then
-- this.treasurePanel[i].TreeAttri:SetActive(false)
-- else
-- this.treasurePanel[i].TreeAttri:SetActive(true)
-- this.treasurePanel[i].bgScroll:GetComponent("RectTransform").sizeDelta = Vector2.New(800,500)
-- this.SetPropertyShow2(treeInfo,this.TreePropertyList[i],this.treasurePanel[i].TreeAttriGrid)
-- this.treasurePanel[i].bgScroll:GetComponent("RectTransform").sizeDelta = Vector2.New(800,589)
-- this.SetPropertyShow2(treeInfo,this.TreePropertyList[i],this.treasurePanel[i].TreeAttriGrid,this.TreePropertyList2[i])
-- end
if i == 1 then
this.treasurePanel[i].StrongRed:SetActive(HeroManager.CheckIsUpTreasure(equipData[i].idDyn,1))
this.treasurePanel[i].RefineRed:SetActive(HeroManager.CheckIsUpTreasure(equipData[i].idDyn,2))
end
end
function this.GongMingSetData(curTabIndex,proPreList,grid,title,go)
--获取穿戴宝物强化/精炼的最小等级
local minLv--最小等级
local maxlv --最大等级
if #curHeroData.jewels < 2 then
go.gameObject:SetActive(false)
return
end
go.gameObject:SetActive(true)
for i = 1, #curHeroData.jewels do
local curEquipTreasureData = EquipTreasureManager.GetTreasureData(curHeroData.jewels[i])
if curTabIndex == 1 then
if minLv then
if curEquipTreasureData.lv < minLv then
minLv = curEquipTreasureData.lv
end
else
minLv = curEquipTreasureData.lv
end
if maxlv then
if curEquipTreasureData.maxLv < maxlv then
maxlv = curEquipTreasureData.maxLv
end
else
maxlv = curEquipTreasureData.maxLv
end
elseif curTabIndex == 2 then
if minLv then
if curEquipTreasureData.refineLv < minLv then
minLv = curEquipTreasureData.refineLv
end
else
minLv = curEquipTreasureData.refineLv
end
if maxlv then
if curEquipTreasureData.maxRefineLv < maxlv then
maxlv = curEquipTreasureData.maxRefineLv
end
else
maxlv = curEquipTreasureData.maxRefineLv
end
end
end
local curJewelResonanceConfig = nil
local allCurTypeJewelResonanceConfig = ConfigManager.GetAllConfigsDataByKey(ConfigName.JewelResonanceConfig,"Type",curTabIndex)
table.sort(allCurTypeJewelResonanceConfig,function(a,b)
return a.SortId<b.SortId
end)
for i = 1, #allCurTypeJewelResonanceConfig do
--获取当前强化/精炼 大师等级数据
if allCurTypeJewelResonanceConfig[i].Level <= minLv then
if curJewelResonanceConfig then
if curJewelResonanceConfig.SortId < allCurTypeJewelResonanceConfig[i].SortId then
curJewelResonanceConfig = allCurTypeJewelResonanceConfig[i]
end
else
curJewelResonanceConfig = allCurTypeJewelResonanceConfig[i]
end
end
end
if curJewelResonanceConfig.SortId < 1 then
go.gameObject:SetActive(false)
return
end
go.gameObject:SetActive(true)
if curTabIndex == 1 then
title.text = string.format("<color=#FE2F33>强化大师%s级</color>",curJewelResonanceConfig.SortId)
else
title.text = string.format("<color=#FE2F33>精炼大师%s级</color>",curJewelResonanceConfig.SortId)
end
for i = 1, math.max(#curJewelResonanceConfig.Property,#proPreList) do
if not curJewelResonanceConfig.Property[i] then
proPreList[i].gameObject:SetActive(false)
else
if not proPreList[i] then
proPreList[i] = newObjToParent(this.TextPre,grid.transform)
end
proPreList[i].gameObject:SetActive(true)
local str = GetLanguageStrById(propertyConfig[curJewelResonanceConfig.Property[i][1]].Info).."+"..GetPropertyFormatStr(propertyConfig[curJewelResonanceConfig.Property[i][1]].Style,curJewelResonanceConfig.Property[i][2])
proPreList[i].transform:GetComponent("Text").text = string.format("<color=#66FF00>%s</color>",str)
end
end
end
--神应专用
function this.SetPropertyShow2(_infos,_preList,_grid)
local curTree = SacredTreeManager.CulAttri()
function this.SetPropertyShow2(_infos,_preList,_grid,_preList2)
local curTree = SacredTreeManager.CulAttri(equipData[1])
local attriConfig = ConfigManager.GetConfigDataByKey(ConfigName.GodHoodTreeSetting,"Id",0).PropertyUnlcokLevelForClient
local dataCount=LengthOfTable(_infos)
local preCount=#_preList
for i = 1, dataCount-preCount do
local go = newObject(this.TextPre)
local t = math.floor((i+1)/2)
local trans = Util.GetGameObject(_grid.transform,"line ("..t..")")
go.transform:SetParent(trans.transform)
local preCount=#_preList ---行数
for i = 1, math.ceil(dataCount/2) - preCount do
local go = newObject(this.line)
go.transform:SetParent(_grid.transform)
go.transform.localScale = Vector3.one
go.transform.localPosition = Vector3.zero
go.gameObject:SetActive(false)
table.insert(_preList,go)
end
preCount = #_preList2
for i = 1, dataCount - preCount do
local go = newObject(this.TextPre)
table.insert(_preList2,go)
go.transform:SetParent(_preList[math.ceil(#_preList2/2)].transform)
go.transform.localScale = Vector3.one
go.transform.localPosition = Vector3.zero
go.gameObject:SetActive(false)
end
local index=1
for key, value in pairs(attriConfig) do
local obj=_preList[index]
local obj = _preList2[index]
_preList[math.ceil(index/2)].gameObject:SetActive(true)
local proper=propertyConfig[value[1]]
local string
if proper.Style==1 then
string = GetLanguageStrById(proper.Info).."+".._infos[value[1]].currValue--value.currValue
else
string = GetLanguageStrById(proper.Info).."+".._infos[value[1]].currValue/100 .."%"
local string = ""
if _infos[value[1]] then
if proper.Style==1 then
string = GetLanguageStrById(proper.Info).."+".._infos[value[1]].currValue--value.currValue
else
string = GetLanguageStrById(proper.Info).."+".._infos[value[1]].currValue/100 .."%"
end
end
if index <= curTree then
string = "<color=#66FF00>"..string.."</color>"
@ -436,8 +543,13 @@ function this.SetPropertyShow2(_infos,_preList,_grid)
obj.gameObject:SetActive(true)
index=index+1
end
for i = 1, #_preList2 do
if i >= index then
_preList2[i]:SetActive(false)
end
end
for i = 1, #_preList do
if i>=index then
if i > math.ceil(index/2) then
_preList[i]:SetActive(false)
end
end
@ -487,6 +599,11 @@ function RoleEquipTreasureChangePopup:OnDestroy()
equipIdList=nil
equipDataList=nil
position=0
this.spLoader:Destroy()
for k,v in pairs(this.preList) do
SubUIManager.Close(v)
end
this.preList = {}
end
return RoleEquipTreasureChangePopup

View File

@ -28,8 +28,10 @@ function ItemView:InitComponent()
Util.GetGameObject(self.gameObject, "item/heroShow/posIcon"):SetActive(false)
self.name = Util.GetGameObject(self.gameObject, "name")
self.resetLv = Util.GetGameObject(self.gameObject, "item/resetLv")
self.resetLvText = self.resetLv:GetComponent("Text")
self.rightUplv = Util.GetGameObject(self.gameObject, "item/rightUplv"):GetComponent("Text")
self.middleDownLv = Util.GetGameObject(self.gameObject, "item/middleDownLv"):GetComponent("Text")
self.middleDownLv = Util.GetGameObject(self.gameObject, "item/middleDownLv")
self.middleDownLvText = Util.GetGameObject(self.middleDownLv, "Text"):GetComponent("Text")
self.item = Util.GetGameObject(self.gameObject, "item")
self.innateImage=Util.GetGameObject(self.gameObject, "item/innateImage")
self.innateText=Util.GetGameObject(self.gameObject, "item/innateImage/Text"):GetComponent("Text")
@ -256,7 +258,7 @@ function ItemView:GetRewardShow(_itemData, effectLayer)
end
self.starGrid:SetActive(true)
local star = _itemData.configData.HeroStar[1]
SetHeroStars(self.starGrid, star,1,Vector2.New(32.5,32.5),-15)
SetHeroStars(self.spLoader,self.starGrid, star,1,Vector2.New(32.5,32.5),-15)
else
Util.AddOnceClick(self.frameBtn, function()
UIManager.OpenPanel(UIName.RewardItemSingleShowPopup, _itemData.backData.itemId,nil,self.isRewardItemPop)
@ -304,7 +306,7 @@ function ItemView:GetRewardShow(_itemData, effectLayer)
self.starGrid:SetActive(true)
SetHeroStars(self.spLoader, self.starGrid, _itemData.backData.rebuildLevel,1,Vector2.New(32.5,32.5),-15)
Util.AddOnceClick(self.frameBtn, function()
UIManager.OpenPanel(UIName.RewardTalismanSingleShowPopup,2,_itemData.backData.id,_itemData.backData.equipId,_itemData.backData.exp,_itemData.backData.rebuildLevel)
UIManager.OpenPanel(UIName.RewardTalismanSingleShowPopup,2,_itemData.backData.id,_itemData.backData.equipId,_itemData.backData.exp,_itemData.backData.rebuildLevel,0)
end)
if effectLayer > 0 and _itemData.configData.Quantity1 then
self.UI_Effect_Kuang_JinSe:SetActive(_itemData.configData.Quantity1 == 5)
@ -322,7 +324,7 @@ function ItemView:GetRewardShow(_itemData, effectLayer)
-- UIManager.OpenPanel(UIName.RewardSoulPrintSingleShowPopup,0, _itemData.backData.id, function()
-- end)
--UIManager.OpenPanel(UIName.SoulPrintPopUp,0,nil,_itemData.backData.id,nil,nil)
UIManager.OpenPanel(UIName.RewardTalismanSingleShowPopup, 0, _itemData.backData.id,_itemData.backData.equipId, 0,0)
UIManager.OpenPanel(UIName.RewardTalismanSingleShowPopup, 0, _itemData.backData.id,_itemData.backData.equipId, 0,0,0)
end)
elseif _itemData.itemType == 6 then
self.num:SetActive(false)
@ -542,7 +544,7 @@ function ItemView:NoGetRewardShow(_reward, effectLayer, isShowAddImage)
self.starGrid:SetActive(true)
SetHeroStars(self.spLoader, self.starGrid, TalismanManager.AllTalismanStartStar[itemSId],1,Vector2.New(32.5,32.5),-15)
Util.AddOnceClick(self.frameBtn, function()
UIManager.OpenPanel(UIName.RewardTalismanSingleShowPopup,2,"",itemSId,0,0)
UIManager.OpenPanel(UIName.RewardTalismanSingleShowPopup,2,"",itemSId,0,0,0)
end)
elseif itemDataConFig.ItemType == ItemType.HunYin then
-- self.UI_Effect_jinkuang_Fang:SetActive(itemConfig[itemSId].Quantity>=7)
@ -575,11 +577,22 @@ function ItemView:NoGetRewardShow(_reward, effectLayer, isShowAddImage)
if not self.Did then
self.rightUplv.gameObject:SetActive(false)
self.middleDownLv.gameObject:SetActive(false)
self.resetLv.gameObject:SetActive(false)
else
local data = EquipTreasureManager.GetSingleTreasureByIdDyn(self.Did)
-- if not data then
-- data = MonsterCampManager.GetSingleTreasureByIdDyn(self.Did)
-- end
if not data then
data = ExpeditionManager.GetSingleTreasureByIdDyn(self.Did)
end
if not data then
data = GoodFriendManager.GetSingleTreasureByIdDyn(self.Did)
end
if not data then
self.rightUplv.gameObject:SetActive(false)
self.middleDownLv.gameObject:SetActive(false)
self.resetLv.gameObject:SetActive(false)
else
if data.lv > 0 then
self.rightUplv.gameObject:SetActive(true)
@ -588,15 +601,26 @@ function ItemView:NoGetRewardShow(_reward, effectLayer, isShowAddImage)
self.rightUplv.gameObject:SetActive(false)
end
if data.refineLv > 0 then
self.middleDownLv.gameObject:SetActive(true)
self.middleDownLv.text =string.format("<color=#32CFF4>+%s</color>", data.refineLv)
self.resetLv.gameObject:SetActive(true)
self.resetLvText.text =string.format("<color=#32CFF4>+%s</color>", data.refineLv)
else
self.middleDownLv.gameObject:SetActive(false)
self.resetLv.gameObject:SetActive(false)
end
self.middleDownLv.gameObject:SetActive(false)
-- if data.treeLv > 0 and data.upHeroDid ~= "" and tostring(data.upHeroDid) ~= tostring(0) then
-- self.middleDownLv.gameObject:SetActive(true)
-- local lv = data.treeLv
-- if data.treeLv > data.maxTreeLv then
-- lv = data.maxTreeLv
-- end
-- self.middleDownLvText.text =string.format("<color=#FFFFFF>%s</color>", lv)
-- else
-- self.middleDownLv.gameObject:SetActive(false)
-- end
end
end
Util.AddOnceClick(self.frameBtn, function()
UIManager.OpenPanel(UIName.RewardTalismanSingleShowPopup,2,"",itemSId,0,0)
UIManager.OpenPanel(UIName.RewardTalismanSingleShowPopup,2,"",itemSId,0,0,0)
end)
elseif itemDataConFig.ItemType == ItemType.LingShou then
self.frame.sprite = self.spLoader:LoadSprite(GetQuantityImageByquality(itemConfig[itemSId].Quantity))
@ -637,7 +661,7 @@ function ItemView:NoGetRewardShow(_reward, effectLayer, isShowAddImage)
end
self.starGrid:SetActive(true)
local star = _reward[4] or itemConfig[itemSId].HeroStar[1]
SetHeroStars(self.starGrid, star,1,Vector2.New(32.5,32.5),-15)
SetHeroStars(self.spLoader,self.starGrid, star,1,Vector2.New(32.5,32.5),-15)
Util.AddOnceClick(self.frameBtn, function()
UIManager.OpenPanel(UIName.RewardItemSingleShowPopup, itemSId,nil,self.isRewardItemPop,true)
end)